/// <summary> /// Create a field view at the given position. /// </summary> /// <param name="field"></param> /// <param name="pos"></param> /// <returns></returns> public FieldView CreateFieldView(Field f, Vector3 pos) { // m_log.InfoFormat("[WATER WARS]: Placing field {0} at {1}", name, pos); FieldView fv = new FieldView(m_controller, m_scene, f, m_fieldViewScale, m_itemStoreView); fv.Initialize(pos); lock (m_fieldViews) m_fieldViews.Add(fv.Uuid, fv); return(fv); }
/// <summary> /// Create a field view at the given position. /// </summary> /// <param name="pos"></param> /// <returns></returns> public FieldView CreateFieldView(SceneObjectGroup so) { // We could register an existing field here if we wanted to. FieldView fv = new FieldView( m_controller, m_scene, new Field(so.RootPart.UUID, "FieldToDelete"), m_fieldViewScale, m_itemStoreView); fv.Initialize(so); lock (m_fieldViews) m_fieldViews.Add(fv.Uuid, fv); return(fv); }
/// <summary> /// Create a field view at the given position. /// </summary> /// <param name="field"></param> /// <param name="pos"></param> /// <returns></returns> public FieldView CreateFieldView(Field f, Vector3 pos) { // m_log.InfoFormat("[WATER WARS]: Placing field {0} at {1}", name, pos); FieldView fv = new FieldView(m_controller, m_scene, f, m_fieldViewScale, m_itemStoreView); fv.Initialize(pos); lock (m_fieldViews) m_fieldViews.Add(fv.Uuid, fv); return fv; }
/// <summary> /// Create a field view at the given position. /// </summary> /// <param name="pos"></param> /// <returns></returns> public FieldView CreateFieldView(SceneObjectGroup so) { // We could register an existing field here if we wanted to. FieldView fv = new FieldView( m_controller, m_scene, new Field(so.RootPart.UUID, "FieldToDelete"), m_fieldViewScale, m_itemStoreView); fv.Initialize(so); lock (m_fieldViews) m_fieldViews.Add(fv.Uuid, fv); return fv; }